Revision 0ec87f1 by Sergey Sharybin September 28, 2016, 15:05 (GMT) |
Cycles: Cleanup, indentation |
Revision e1bfb89 by Sergey Sharybin September 28, 2016, 15:03 (GMT) |
Cycles: Fix compilation error with minimal feature set |
Revision c5d7602 by Bastien Montagne September 28, 2016, 14:58 (GMT) |
Fix T49471: Vertex Connect randomly broken. Not sure where this comes from, but code was converting BMEdge* to BMVert* to check oflags, i.e. not accessing correct memory. Regression, to be backported to 2.78a. |
Revision 305fec8 by Sybren A. Stüvel September 28, 2016, 13:40 (GMT) |
Fixes for pose library change 601ce6a89c4 Apparently the keying sets system doesn't support subclassing KeyingSetInfo subclasses. I have added a note to the top of the file to indicate this to future developers. |
Revision dea7ef4 by Sergey Sharybin September 28, 2016, 13:25 (GMT) |
Curve pinning: Allow pinning object data without animated object Special case, so now we can pin tricky cases like animated camera DOF without requiring to have animation on the object level. |
Revision cbd3827 by Bastien Montagne September 28, 2016, 13:08 (GMT) |
Fix T49460: Particle group instance 'Use Count' value gets reset on file-load. Regression caused rBbcc863993ad, write code was assuming dw->ob was always valid, wich is no more the case right after reading file e.g. Another good example of how bad it is to use 'hidden' dependencies between datablocks. :( And another fix to be backported to 2.78a. :((( |
Revision 601ce6a by Sybren A. Stüvel September 28, 2016, 11:54 (GMT) |
POSELIB_OT_pose_add: only create keyframes for selected bones. Previously the pose library used the WholeCharacter key set, which ignores selection and add keys for almost all bones in the rig. This is a very slow operation on complex rigs. With this patch, only selected bones are keyed, defaulting to keying all bones when none are selected. Note that this fixes the FIXME previously mentioned in the source. |
Revision dbb8222 by Julian Eisel September 27, 2016, 22:53 (GMT) |
Fix missing properties editor update when changing 3D View camera Actually two errors here: * Properties editor wasn't refreshing on (NC_SCENE | ND_RENDER_OPTIONS) notifiers * Was using notifier info bits wrongly, needs to send two separate notifiers Decided to remove ND_RENDER_OPTIONS rather than adding properties editor scene context refresh for it, this is more than a render option change. |
Revision 83d5a91 by Mike Erwin September 27, 2016, 19:25 (GMT) |
modernize basic shader a tiny bit "varying" is redundant here, all GS inputs & outputs vary. Any code that uses this will be GLSL 1.3 or newer. |
Revision 0ca2118 by Mike Erwin September 27, 2016, 19:25 (GMT) |
safety checks in GPU shader library If shader compilation fails, or for some other reason the shader is NULL or 0, we need to know. |
Revision ad32b77 by Mike Erwin September 27, 2016, 19:05 (GMT) |
fix basic shader syntax when drawing lines Fixed on GL 3.2+, Mac still lays an egg due to the geometry shader. |
Revision 13a4147 by Alexander Gavrilov September 27, 2016, 18:54 (GMT) |
Dynamic Paint: Don't store duplicate adjacency links. Duplicates can happen at UV seams in case of resolution mismatch or other complications. It's better not to store them in case it confuses some math later on. Reviewers: mont29 Differential Revision: https://developer.blender.org/D2261 |
Revision 9a66d0a by Alexander Gavrilov September 27, 2016, 18:54 (GMT) |
Dynamic Paint: Fix adjacency computations at UV seams. 1. When adding one pixel border to UV islands prefer grid directions. This is more logical as it means neighbor pixels will commonly share a border, opposed to just corners. 2. Don't subtract 0.5 when converting float UVs to int in computing adjacency across a UV seam. Pixels cover a square with corners at int positions and adding/subtracting 0.5 is only for dealing with the center point of a pixel. 3. Use the neighbour_pixel field from the correct pixel, and check it's not back to the origin point. 4. In the connected UV case, ensure that the returned index actually refers to a valid active pixel. This fixes paint spread not traversing some UV seams, while at the same time spreading to random unrelated points on other seams. The first problem is primarily fixed by 2, while the second one is addressed by item 4. Differential Revision: https://developer.blender.org/D2261 |
Revision bde5eb8 by Ray molenkamp September 27, 2016, 16:24 (GMT) |
[Windows/MSVC] Blosc doesn't require debug libraries. |
Revision dd0de53 by Bastien Montagne September 27, 2016, 15:55 (GMT) |
Fix T49466: Stupid typo in logicbricks new copy code from rB776a8548f03a Moved that code forth and back a few times while creating rB776a8548f03a fix, ended up forgetting to update it correctly for function where it layed down in the end. Last-minute fixes are never a good thing... Now we already have real reason for 2.78 'a' release :( |
Revision b63e9a9 by Bastien Montagne September 27, 2016, 15:03 (GMT) |
Fix T49423: Data Preview of group containing only group instances is empty. Code was not getting correct boundbox in some cases (group only instancing other groups e.g.), now compute our own bbox in those cases. Based on patch by @lichtwerk, but extended the fix to include linked datablocks in some cases (linked objects in local groups, linked objects in local scene, etc.), this was also broken in existing code. Reviewers: mont29 Subscribers: duarteframos Differential Revision: https://developer.blender.org/D2257 |
Revision 5d0de39 by Mike Erwin September 27, 2016, 14:16 (GMT) |
fix Mac build for Xcode < 8 We need a long-term fix, but this will get 2.78 out the door. |
Revision 2ebb367 by Mike Erwin September 27, 2016, 12:56 (GMT) |
cleanup: spacing & alignment |
Revision 54ed22c by Bastien Montagne September 27, 2016, 11:58 (GMT) |
Fix T49461: Dynamic paint wetmap flickers. Regression from rBa4a968f, we would adjust current point's wetness without actually protecting it in new multi-threaded context, leading to concurrent access mess. Now delay applying wetness reduction to current point to end of function, allows us to avoid having to lock current point twice together with neighbor one (and reducing spinlock awainting too). To be backported to 2.78a. |
Revision e6dda51 by Bastien Montagne September 27, 2016, 10:03 (GMT) |
Fix T49464: Data Transfer modifier slows down redraw of window. Never call function that might recompute a DM in an RNA itemf callback (or any UI-related func in general)! There was an XXX comment asking if this was OK - well, no, it was not. :P Could be ported back to some 2.78 flavour should we need it. |
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